Archon ---> Quake. You heard right, elements of the 80's micro game archon extrapolated into the Quake universe. Get ready for a wild ride. (free stuff | no warranty | see disclaimer.txt | blah blah blah.)
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Progress to 7.27.14 | Locked | |
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Jul 27 2014 Anchor | ||
Map tech is going well. Work has started on the Quake-hack mode. 7.26.14 DONE: random target copy improved for individual hack chunks - target2 copies mdl (map name, model name) value match 7.25.14 WIP: quake hack chunks 7.24.14 WIP: quake hack chunks 7.20.14 WIP: forest intro 7.18.14 WIP: cold forest intro 7.17.14 FIX: if (!self.aiment.killtargets) -- logic was reversed 7.16.14 WIP: work on doors 7.15.14 WIP: work on doors 7.14.14 DONE: snow tweak 7.13.14 WIP: ice biome 7.12.14 DONE: cliff light 7.11.14 WIP: lighting -- mostly done 7.10.14 WIP: lighting 7.8.14 DONE: low cliffs 7.7.14 DONE: fix low green hills - check dirt hills for same -- was overlap outside +/- 512 line 7.6.14 WIP: ow map ent copy - fixed issues 7.5.14 FIX: biome re-fsck 7.4.14 WIP: biomes, single shot structures 7.3.14 DONE: biome monsters droptofloor 7.2.14 WIP: biomes, single shot structures 7.1.14 WIP: biomes, single shot structures 6.30.14 FIXED: editor issues with tex - editor paint image MUST match wad dimensions exactly ! 6.29.14 WIP: base ground biome - rotatable style now, more ragged, less vsisble pattern 6.28.14 WIP: map tech - KA, OA 6.27.14 WIP: map tech - KA, OA 6.24.14 WIP: map tech - KA, OA 6.23.14 WIP: monster_generator - spawns working, trigger, defaults 6.22.14 WIP: monster_generator - spawns working, trigger, defaults 6.21.14 WIP: map tech 6.20.14 WIP: realms maps -- tex work trnc-w 6.19.14 WIP: realms maps |
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